我想實現在程序GLSL供電的骨骼動畫......而非美麗的3D動畫,我創建了一個怪物:https://i.imgur.com/dmpKg6n.gif骨骼動畫在OpenGL(GLSL)與Assimp
嘗試了之後幾個不同的技術,我創建了一個不太可怕,但仍然滔天事情:
該模型是穿西裝的基本人權,動畫應該是腿部擺動,而所有其他靜止不動(一個非常簡單的測試動畫)。 所有骨骼在t = 0時在其原始位置都有靜態關鍵幀,以儘量減少它們每隔幾秒跳出一個位置。
問題...應該是相當可見的。另外,我相當確定這個模型比它應該的高。
無論如何,這是我原來的頂點着色器:
#version 430 core
layout (location = 0) in vec4 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texcoords;
layout (location = 3) in vec4 color;
layout (location = 4) in vec4 Weights;
layout (location = 5) in vec4 BoneID;
layout (location = 0) out vec4 f_position;
layout (location = 1) out vec3 f_normal;
layout (location = 2) out vec2 f_texcoord;
const int MAX_BONES = 50;
layout (location = 1) uniform mat4 proj_matrix;
layout (location = 2) uniform mat4 mv_matrix;
layout (location = 6) uniform mat4 boneTrans[MAX_BONES];
void main(void)
{
mat4 boneTransform = (boneTrans[int(BoneID[0])] * Weights[0]) +
(boneTrans[int(BoneID[1])] * Weights[1]) +
(boneTrans[int(BoneID[2])] * Weights[2]) +
(boneTrans[int(BoneID[3])] * Weights[3]);
float rem = 1 - (Weights[0] + Weights[1] + Weights[2] + Weights[3]);
boneTransform += mat4(1.0) * rem;
f_texcoord = texcoords;
f_position = mv_matrix * (boneTransform * position);
mat4 mv_mat_simple = mv_matrix;
mv_mat_simple[3][0] = 0.0;
mv_mat_simple[3][1] = 0.0;
mv_mat_simple[3][2] = 0.0;
vec4 norm1 = boneTransform * vec4(normal, 1.0);
vec4 nnormal = mv_mat_simple * vec4(norm1.xyz, 1.0);
f_normal = nnormal.xyz/nnormal.w; // TODO: Normalize?
vec4 pos1 = boneTransform * position;
gl_Position = proj_matrix * mv_matrix * vec4(pos1.xyz, 1.0);
}
,這是我新的:
#version 430 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texcoords;
layout (location = 3) in vec4 color;
layout (location = 4) in vec4 Weights;
layout (location = 5) in vec4 BoneID;
layout (location = 0) out vec4 f_position;
layout (location = 1) out vec3 f_normal;
layout (location = 2) out vec2 f_texcoord;
const int MAX_BONES = 50;
layout (location = 1) uniform mat4 proj_matrix;
layout (location = 2) uniform mat4 mv_matrix;
layout (location = 6) uniform mat4 boneTrans[MAX_BONES];
void main(void)
{
vec4 pos1 = vec4(position, 1.0);
pos1 += (boneTrans[int(BoneID[0])] * vec4(position, 0.0)) * Weights[0];
pos1 += (boneTrans[int(BoneID[1])] * vec4(position, 0.0)) * Weights[1];
pos1 += (boneTrans[int(BoneID[2])] * vec4(position, 0.0)) * Weights[2];
pos1 += (boneTrans[int(BoneID[3])] * vec4(position, 0.0)) * Weights[3];
vec4 norm1 = vec4(normal, 1.0);
norm1 += (boneTrans[int(BoneID[0])] * vec4(normal, 0.0)) * Weights[0];
norm1 += (boneTrans[int(BoneID[1])] * vec4(normal, 0.0)) * Weights[1];
norm1 += (boneTrans[int(BoneID[2])] * vec4(normal, 0.0)) * Weights[2];
norm1 += (boneTrans[int(BoneID[3])] * vec4(normal, 0.0)) * Weights[3];
f_texcoord = texcoords;
f_position = mv_matrix * vec4(pos1.xyz, 1.0);
mat4 mv_mat_simple = mv_matrix;
mv_mat_simple[3][0] = 0.0;
mv_mat_simple[3][1] = 0.0;
mv_mat_simple[3][2] = 0.0;
//vec4 norm1 = boneTransform * vec4(normal, 1.0);
vec4 nnormal = mv_mat_simple * vec4(norm1.xyz, 1.0);
f_normal = nnormal.xyz/nnormal.w; // TODO: Normalize?
gl_Position = proj_matrix * mv_matrix * vec4(pos1.xyz, 1.0);
}
骨處理代碼既不漂亮也不短:http://pastebin.com/A8x1GdUw
那代碼和原始着色器源自http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html
新的着色器來自隨機搜索。
編輯:現在我得到這樣的:
有了這個代碼:http://pastebin.com/PvCWUdJn
現在...我在做什麼錯?什麼是「適當」的方法來處理這個問題?是否有更高質量的教程可以用來替代這個教程?
UPDATE:完整的源代碼爲測試APP:https://github.com/mcmonkey4eva/skeletalanimationtest
確保[N64墨盒始終處於完全就位狀態](http://knowyourmeme.com/memes/get-down-geddan)。 – genpfault
我已經爲測試應用程序添加了證明此問題的完整源代碼:https://github.com/mcmonkey4eva/skeletalanimationtest – mcmonkey4eva